Chapter III · Magic Traditions

Animism — a school of magic —

The Animism tradition opens a dialogue between you and the spirits found in the natural world, wherever you happen to be. Engaging these entities enables you to befriend them and recruit them to aid you in your endeavors. Since these spirits are bound to the trees, dunes, the rocks, the combers crashing against the shore, and nature itself, their aid often comes in the form of awakening the landscape, calling forth vines to ensnare and strangle enemies, or uprooting trees to march forth and…

04 of 33 Common Class
Sigil Nº 04
Class Common
Animism Magic Traditions
[ sigil plate · animism ]
The Spellbook Magic Traditions

Animism Spells listed by level

Reference during play

Animism Talents

ARMOR OF THE ANCIENT OAK (Magical): You can perform a ritual to armor yourself with the bark of a tree. When you finish, brown, woody knobs and patches appear and spread across your entire body until you are covered in bark. The cover increases your natural Defense to 15 and flakes away after you rest. BEAST TONGUE (Magical): You can make yourself understood by any ordinary animal that can see and hear you, and you can understand the gist of what an ordinary animal would convey through the sounds and gestures it makes. If you make the animal friendly, it might perform services for you at the Sage’s discretion. CORNUCOPIA (Magical): You can perform a ritual while outdoors to gain provisions for you and your allies. When you finish, animals deliver berries, nuts, roots, and other edible foodstuffs enough to feed up to five creatures for 1 day. Once you use this talent, you lose access to it for 24 hours. WHIP VINE (Magical): You can use an action to cause a long vine to erupt from the ground and lash a creature before the vine withers away. Target one creature within 5 yards. Make a Will roll against the target’s Agility. On a success, the target takes 1d6 damage and you can move the target up to 5 yards. At level 3, the target takes 3d6 damage. At level 7, the target takes 7d6 damage. On a critical success, the target also becomes held until the end of your next turn.

Novice Animism Spells


Clear A PAth

Fire Seeds

Grasping Growth

Plant the Seed

Protection From The Elements

Through The Hedge

Expert Animism Spells


Biting Brambles

Call Steeds

Counsel of the Land

On Feathery Wings

Slithering Sticks

Trample of Hooves

Master Animism Spells


Awaken Genius Loci

D6Result
1The enemy takes an extra 1d6 damage from being whipped by leaves, grass, and branches.
2The enemy falls prone when a vine or root trips it. The enemy cannot stand up until it leaves the target space or until it overcomes the affliction with a successful Strength roll. If the enemy was already prone, it takes an extra 2d6 damage.
3The enemy becomes held until it overcomes the affliction with a success on a Strength roll. Weeds wrap around the enemy’s body. If the enemy is held already, it instead takes an extra 3d6 damage.
4The enemy takes an extra 4d6 damage when a tree branch catches it.
5The enemy takes an extra 4d6 damage and is moved to an empty space of your choice inside the target space, as a vine curls around the enemy and drags it off.
6The enemy loses 4d6 Health and becomes poisoned (luck ends). Toxic spores, deadly pollen, or stinging insects ravage the enemy.

Follow The Ley Line

Garden of Delights

Standing Stones

Voracious Swarm

Walking Tree

WALKING TREE

DEFENSE: 7, HEALTH: 60 ATTRIBUTES: Strength 13 (+3), Agility 10 (+0), Intellect -, Will – SIZE: 3, SPEED: 5 IMMUNE: asleep, blinded, deafened, impaired, weakened CRUSHING FALL: When the tree falls prone, each creature in a Size 3 space next to it makes an Agility roll with 1 bane. On a failure, the creature takes 5d6 damage, and falls prone. FLAMMABLE: The tree takes double damage from fire and rolls with 1 bane to overcome being on fire. MELEE ATTACK – LIMBS AND ROOTS: Strength (+3) with 1 boon (5d6)